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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Making the "Nintendo Presents" Larger | |
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Ikuzou

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Since: 05-24-05
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Posted on 08-14-05 07:15 AM Link | Quote
BMF has done this in SMO, so I know it's possible..

How do you expand the Nintendo Presents?
Or, it would be very nice if somebody made a patch for it...

Please help me!()
andrés

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Posted on 08-14-05 09:05 AM Link | Quote
I´m sure that BMF has doed that by ASM.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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Posted on 08-14-05 09:48 AM Link | Quote
Originally posted by andrés
I´m sure that BMF has doed that by ASM.


NO WAY!? I WOULD HAVE NEVER GUESSED THAT!!!

He changed the sprite to read more of the graphics vertically to display it as he did. How he did that to do it, I don't know. Probably dealing with the code that displays sprites on the screen...

This deals with sprite editing, so it obviously has to be tricky... but hey, I didn't reply with a simple "ASM." answer. I think to find out how he did that, try messing around in a tracer when you open the rom and see what pops up. Then hopefully you will see results (I had it to where the graphics would be read from a different part of the GFX, but it didn't change the size at all... so the size thing confuses me...).
Sukasa

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Posted on 08-14-05 11:17 AM Link | Quote
I remember someone tried to trace this once... BMF placed a ton of JMP's and JSL's around that part of the code, so I think your best bet would be to plead with him and see if he'll help you. Or, you could try to trace the code.
Ikuzou

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Posted on 08-14-05 11:27 AM Link | Quote
Thanks for the replies!

I'll try contacting him...If not I'll try tracing.
Kario

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Posted on 08-14-05 01:08 PM Link | Quote
I specifically remember some people asking him about it. He said that he did it a long time ago, when he first started the hack, and had forgotten how he had done it, but that he would look it up. He never got back to us.
Ikuzou

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Posted on 08-14-05 05:56 PM Link | Quote
I PMed him. Thanks for the reply, BMF!

He says to add breakpoints in the RAM address where they load the GFX.
So, we need to add JMP/JSLs and stuff, and erase some GFX which is the hardest part...

Also, BMF plans on making a patch too.
Keikonium
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Posted on 08-15-05 03:14 AM Link | Quote
Sweet!!!!

I know that for his demo he made it write to (well, load) the original boss graphics for the blob guy (what is his name anyway?) just redesigned. How you would have bosses later in the game tho, I'm not sure.
d4s

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Posted on 08-15-05 04:41 AM Link | Quote
for icemans hack, i removed that nintendo logo and the bling-bling sound altogether and replaced it with a completely new intro, so go figure.

wait a sec, i'll dig through my sourcecode.

ah, here goes:


;skip nintendo logo and sound:

.bank 0 slot 0
.org $13C1
.db $00 ;disable nintendo bling-bling sound at startup

.org $139A ;skip nintendo logo sprites setup loop
bra SkipNintendoLogo

.org $13BB
SkipNintendoLogo: ;lalala, i'm just a stupid pointer and contain no code :>


.org $1F72 ;yet another killed waitloop!
nop
nop


you have to add $8000 to each .org cause were in lorom mode, of course.

that means the sprites for the nintendo logo are set up at $00/939A.
apart from tile number and h-position, everything is hardcoded.

if you want a bigger image, i'd suggest to write your own, more flexible spriteloader instead of this jumble.

imho, using one of the background layers instead of sprites is even cooler but that may be a bit hard for starters.


(edited by d4s on 08-14-05 07:54 PM)
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